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cuando se toque 2/10 de la pantalla de abajo arriba, reinicie el juego
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Please fix the bug: 'Uncaught TypeError: LK.resetGame is not a function' in or related to this line: 'LK.resetGame(); // Reset the game scene' Line Number: 205
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Please fix the bug: 'Uncaught TypeError: LK.resetGame is not a function' in or related to this line: 'LK.resetGame(); // Reset the game scene' Line Number: 205
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cuando se toque 2/10 de la pantalla de arriba abajo, haz que reinicie la escena
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haz que el lado derecho reinicie la escena
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crea una función similar pero que se ubique desde la mitad derecha
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Manten "y < 273.2" pero haz que solo se toque del lado izquierdo desde la mitad de la pantalla
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cuando se toque 2/10 de la pantalla de arriba abajo, establezca las variables meters, spin y money en 0 y all CosmeticUseEnable en false
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cuando se toque 2/10 de la pantalla de arriba abajo, establezca las variables de tipo number en 0 y tipo bollean en false
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cuando se toque 2/10 de la pantalla de arriba abajo, establezca las variables number en 0 y bollean en false
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Please fix the bug: 'TypeError: storage.set is not a function' in or related to this line: 'storage.set('meters', meters);' Line Number: 599 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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el progreso no se guarda
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no se guarda el progreso adecuadamente
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reinicia mi progreso
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haz que los valores se guarden ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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reinicia todo mi progreso a 0
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establece las variables meters, spin y money en 0
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Agrega las variables meters, spin y money como de categoria wallet
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'SkinSelect.forEach(function (item, index) {' Line Number: 192
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'SkinSelect.forEach(function (item, index) {' Line Number: 192
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { meters: 0, money: 0, spin: 0 }); /**** * Classes ****/ // Create a Player class var Player = Container.expand(function () { var self = Container.call(this); // Create a list named 'rock' and add the 'Rock0' asset to it var rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4']; // Attach a shape asset to represent the player self.playerGraphics = self.attachAsset(rock[0], { anchorX: 0.5, anchorY: 0.5 }); // Set player speed self.speed = 5; // This is automatically called every game tick, if the player is attached! self.update = function () { self.y += self.speed; // Add gravity to the player if (self.y < ground.y - self.height / 2 + 50) { self.speed += 0.5; } else { self.speed = 0; self.y = ground.y - self.height / 2 + 50; // Ensure player lands correctly jump = 2; // Reset jump count when player lands } // Add rotation to the player self.rotation += 0.05; // Play or pause rockmovement sound based on rock's position if (self.y < ground.y - self.height / 2 + 50) { LK.getSound('rockmovement').stop(); // Stop sound when rock is in the air self.lastWasOnGround = false; // Track if the rock was on the ground } else { if (!self.lastWasOnGround) { LK.getSound('rockFall').play(); // Play rockfall sound when rock lands LK.setTimeout(function () { LK.getSound('rockmovement').play({ loop: true }); // Play sound when rock is on the ground after rockfall }, 100); // Delay rockmovement sound by 100ms after rockfall } else { LK.getSound('rockmovement').play({ loop: true }); // Ensure rockmovement sound loops continuously } self.lastWasOnGround = true; // Update the state to indicate rock is on the ground } }; }); // Create a GirosText class to display the number of 'giros' var GirosText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Spins: ' + spin); }; }); // Create a GirosText instance and add it to the game // Create a Text class to display the meters covered var MeterText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Meters: ' + meters); }; }); // Create a MoneyText class to display the amount of 'money' var MoneyText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Money: ' + money); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function updateCosmeticUseEnable() { // Check and update each cosmetic use enable condition if (meters >= 500 && !CosmeticUseEnable2) { CosmeticUseEnable2 = true; updateCosmeticText(); } if (meters >= 1000 && !CosmeticUseEnable3) { CosmeticUseEnable3 = true; updateCosmeticText(); } if (spin === 700 && !CosmeticUseEnable4) { CosmeticUseEnable4 = true; updateCosmeticText(); } if (spin === 800 && !CosmeticUseEnable5) { CosmeticUseEnable5 = true; updateCosmeticText(); } if (spin === 1000 && !CosmeticUseEnable6) { CosmeticUseEnable6 = true; updateCosmeticText(); } if (money === 300 && !CosmeticUseEnable7) { CosmeticUseEnable7 = true; updateCosmeticText(); } if (money === 500 && !CosmeticUseEnable8) { CosmeticUseEnable8 = true; updateCosmeticText(); } if (money === 750 && !CosmeticUseEnable9) { CosmeticUseEnable9 = true; updateCosmeticText(); } } var CosmeticUseEnable0 = storage.CosmeticUseEnable0 !== undefined ? storage.CosmeticUseEnable0 : true; var CosmeticUseEnable1 = storage.CosmeticUseEnable1 !== undefined ? storage.CosmeticUseEnable1 : true; var CosmeticUseEnable2 = storage.CosmeticUseEnable2 !== undefined ? storage.CosmeticUseEnable2 : false; var CosmeticUseEnable3 = storage.CosmeticUseEnable3 !== undefined ? storage.CosmeticUseEnable3 : false; var CosmeticUseEnable4 = storage.CosmeticUseEnable4 !== undefined ? storage.CosmeticUseEnable4 : false; var CosmeticUseEnable5 = storage.CosmeticUseEnable5 !== undefined ? storage.CosmeticUseEnable5 : false; var CosmeticUseEnable6 = storage.CosmeticUseEnable6 !== undefined ? storage.CosmeticUseEnable6 : false; var CosmeticUseEnable7 = storage.CosmeticUseEnable7 !== undefined ? storage.CosmeticUseEnable7 : false; var CosmeticUseEnable8 = storage.CosmeticUseEnable8 !== undefined ? storage.CosmeticUseEnable8 : false; var CosmeticUseEnable9 = storage.CosmeticUseEnable9 !== undefined ? storage.CosmeticUseEnable9 : false; var currentRockIndex = storage.currentRockIndex || 0; // Load saved background skin index or default to 0 var meters = storage.meters || 0; // Load saved meters or default to 0 var spin = storage.spin || 0; // Load saved spin or default to 0 var money = storage.money || 0; // Load saved money or default to 0 // Initialize a rock asset with a design var rock = LK.getAsset('Rock0', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(rock); // Make the rock jump when the screen is touched game.down = function (x, y, obj) { if (y < 273.2 && x < 1024) { // Top 2/10 of the screen and left half // Top 2/10 of the screen meters = 0; spin = 0; money = 0; CosmeticUseEnable0 = true; CosmeticUseEnable1 = true; CosmeticUseEnable2 = false; CosmeticUseEnable3 = false; CosmeticUseEnable4 = false; CosmeticUseEnable5 = false; CosmeticUseEnable6 = false; CosmeticUseEnable7 = false; CosmeticUseEnable8 = false; CosmeticUseEnable9 = false; updateCosmeticText(); } else if (jump > 0 && y < 2732 / 2 + 200) { LK.getSound('rockjump').play(); // Play rockjump sound when the rock jumps player.speed = -18; // Give an initial upward speed for the jump player.y -= 10; // Adjust position slightly to ensure jump effect player.update(); // Ensure the update method is called to apply the jump jump--; // Decrease jump count } }; // Create a background asset using the saved skin index var background = LK.getAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add the background to the game game.addChild(background); // Create a clone of the background asset var backgroundClone = LK.getAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + background.width, y: 2732 / 2 }); // Add the clone to the game game.addChild(backgroundClone); // Create a second clone of the background asset var backgroundClone2 = LK.getAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 2 * background.width, y: 2732 / 2 }); // Add the second clone to the game game.addChild(backgroundClone2); // Initialize a ground asset var ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: background.width, alpha: 0 }); // Add the ground to the game game.addChild(ground); // Create a player instance and add it to the game var player = game.addChild(new Player()); // Position player more towards the center of the screen player.x = 2048 / 4; player.y = 2732 / 2 + 10; // Initialize a variable to track 'meters' // Initialize a variable to track available jumps var jump = 2; // Initialize a variable to track 'giros' // Create a MeterText instance and add it to the game var meterText = game.addChild(new MeterText()); // Position MeterText at the top left of the screen, a bit lower meterText.x = 50; meterText.y = 200; // Create a GirosText instance and add it to the game var moneyText = game.addChild(new MoneyText()); // Position MoneyText below the GirosText moneyText.x = 50; moneyText.y = 400; // Initialize a variable to track 'money' // Create a list named 'rock' and add all the 'rock<number>' assets to it // Ensure rock array is initialized with all rock assets var rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9']; // Create a list named 'SkinSelect' var SkinSelect = []; var cosmeticAsset = LK.getAsset('Rock0', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 3700 / 2 }); game.addChild(cosmeticAsset); var cosmeticText0; // Declare variable // Initialize cosmeticText0 after ensuring it's defined cosmeticText0 = new Text2(CosmeticUseEnable0 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000 }); cosmeticText0.x = cosmeticAsset.x; cosmeticText0.y = cosmeticAsset.y + 100; game.addChild(cosmeticText0); if (CosmeticUseEnable0) { SkinSelect.push(cosmeticAsset); } var cosmetic1 = LK.getAsset('Rock1', { anchorX: 0.5, anchorY: 0.5, x: cosmeticAsset.x + 400, y: cosmeticAsset.y }); game.addChild(cosmetic1); var cosmeticText1 = new Text2(CosmeticUseEnable1 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable1 ? 0x00FF00 : 0xFF0000 }); cosmeticText1.x = cosmetic1.x; cosmeticText1.y = cosmetic1.y + 100; game.addChild(cosmeticText1); if (CosmeticUseEnable1) { SkinSelect.push(cosmetic1); } var cosmetic2 = LK.getAsset('Rock2', { anchorX: 0.5, anchorY: 0.5, x: cosmetic1.x + 400, y: cosmetic1.y }); game.addChild(cosmetic2); var cosmeticText2 = new Text2(CosmeticUseEnable2 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable2 ? 0x00FF00 : 0xFF0000 }); cosmeticText2.x = cosmetic2.x; cosmeticText2.y = cosmetic2.y + 100; game.addChild(cosmeticText2); if (CosmeticUseEnable2) { SkinSelect.push(cosmetic2); } var cosmetic3 = LK.getAsset('Rock3', { anchorX: 0.5, anchorY: 0.5, x: cosmetic2.x + 400, y: cosmetic2.y }); game.addChild(cosmetic3); var cosmeticText3; // Declare variable // Initialize cosmeticText3 after ensuring it's defined cosmeticText3 = new Text2(CosmeticUseEnable3 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable3 ? 0x00FF00 : 0xFF0000 }); cosmeticText3.x = cosmetic3.x; cosmeticText3.y = cosmetic3.y + 100; game.addChild(cosmeticText3); if (CosmeticUseEnable3) { SkinSelect.push(cosmetic3); } var cosmetic4 = LK.getAsset('Rock4', { anchorX: 0.5, anchorY: 0.5, x: cosmetic3.x + 400, y: cosmetic3.y }); game.addChild(cosmetic4); var cosmeticText4 = new Text2(CosmeticUseEnable4 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable4 ? 0x00FF00 : 0xFF0000 }); cosmeticText4.x = cosmetic4.x; cosmeticText4.y = cosmetic4.y + 100; game.addChild(cosmeticText4); if (CosmeticUseEnable4) { SkinSelect.push(cosmetic4); } var cosmetic5 = LK.getAsset('Rock5', { anchorX: 0.5, anchorY: 0.5, x: cosmeticAsset.x, y: cosmeticAsset.y + 300 }); game.addChild(cosmetic5); var cosmeticText5 = new Text2(CosmeticUseEnable5 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable5 ? 0x00FF00 : 0xFF0000 }); cosmeticText5.x = cosmetic5.x; cosmeticText5.y = cosmetic5.y + 100; game.addChild(cosmeticText5); if (CosmeticUseEnable5) { SkinSelect.push(cosmetic5); } var cosmetic6 = LK.getAsset('Rock6', { anchorX: 0.5, anchorY: 0.5, x: cosmetic5.x + 400, y: cosmetic5.y }); game.addChild(cosmetic6); var cosmeticText6 = new Text2(CosmeticUseEnable6 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable6 ? 0x00FF00 : 0xFF0000 }); cosmeticText6.x = cosmetic6.x; cosmeticText6.y = cosmetic6.y + 100; game.addChild(cosmeticText6); if (CosmeticUseEnable6) { SkinSelect.push(cosmetic6); } var cosmetic7 = LK.getAsset('Rock7', { anchorX: 0.5, anchorY: 0.5, x: cosmetic6.x + 400, y: cosmetic6.y }); game.addChild(cosmetic7); var cosmeticText7 = new Text2(CosmeticUseEnable7 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable7 ? 0x00FF00 : 0xFF0000 }); cosmeticText7.x = cosmetic7.x; cosmeticText7.y = cosmetic7.y + 100; game.addChild(cosmeticText7); if (CosmeticUseEnable7) { SkinSelect.push(cosmetic7); } var cosmetic8 = LK.getAsset('Rock8', { anchorX: 0.5, anchorY: 0.5, x: cosmetic7.x + 400, y: cosmetic7.y }); game.addChild(cosmetic8); var cosmeticText8 = new Text2(CosmeticUseEnable8 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable8 ? 0x00FF00 : 0xFF0000 }); cosmeticText8.x = cosmetic8.x; cosmeticText8.y = cosmetic8.y + 100; game.addChild(cosmeticText8); if (CosmeticUseEnable8) { SkinSelect.push(cosmetic8); } var cosmetic9 = LK.getAsset('Rock9', { anchorX: 0.5, anchorY: 0.5, x: cosmetic8.x + 400, y: cosmetic8.y }); game.addChild(cosmetic9); var cosmeticText9; // Declare variable // Initialize cosmeticText9 after ensuring it's defined cosmeticText9 = new Text2(CosmeticUseEnable9 ? 'Enabled' : 'Disabled', { size: 50, fill: CosmeticUseEnable9 ? 0x00FF00 : 0xFF0000 }); cosmeticText9.x = cosmetic9.x; cosmeticText9.y = cosmetic9.y + 100; game.addChild(cosmeticText9); if (CosmeticUseEnable9) { SkinSelect.push(cosmetic9); } var assets = LK.assets; if (assets) { for (var i = 0; i < assets.length; i++) { if (assets[i].id.startsWith('Rock')) { rock.push(assets[i].id); } } rock.sort(function (a, b) { return parseInt(a.replace('Rock', '')) - parseInt(b.replace('Rock', '')); }); } var girosText = game.addChild(new GirosText()); // Position GirosText below the MeterText, also a bit lower girosText.x = 50; girosText.y = 300; function updateCosmeticText() { if (cosmeticText0) { cosmeticText0.setText(CosmeticUseEnable0 ? 'Enabled' : 'Disabled'); if (cosmeticText0.style) { cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText1) { cosmeticText1.setText(CosmeticUseEnable1 ? 'Enabled' : 'Disabled'); if (cosmeticText1.style) { cosmeticText1.style.fill = CosmeticUseEnable1 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText2) { cosmeticText2.setText(CosmeticUseEnable2 ? 'Enabled' : 'Disabled'); if (cosmeticText2.style) { cosmeticText2.style.fill = CosmeticUseEnable2 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText3) { cosmeticText3.setText(CosmeticUseEnable3 ? 'Enabled' : 'Disabled'); if (cosmeticText3.style) { cosmeticText3.style.fill = CosmeticUseEnable3 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText4) { cosmeticText4.setText(CosmeticUseEnable4 ? 'Enabled' : 'Disabled'); if (cosmeticText4.style) { cosmeticText4.style.fill = CosmeticUseEnable4 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText5) { cosmeticText5.setText(CosmeticUseEnable5 ? 'Enabled' : 'Disabled'); if (cosmeticText5.style) { cosmeticText5.style.fill = CosmeticUseEnable5 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText6) { cosmeticText6.setText(CosmeticUseEnable6 ? 'Enabled' : 'Disabled'); if (cosmeticText6.style) { cosmeticText6.style.fill = CosmeticUseEnable6 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText7) { cosmeticText7.setText(CosmeticUseEnable7 ? 'Enabled' : 'Disabled'); if (cosmeticText7.style) { cosmeticText7.style.fill = CosmeticUseEnable7 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText8) { cosmeticText8.setText(CosmeticUseEnable8 ? 'Enabled' : 'Disabled'); if (cosmeticText8.style) { cosmeticText8.style.fill = CosmeticUseEnable8 ? 0x00FF00 : 0xFF0000; } } if (cosmeticText9) { cosmeticText9.setText(CosmeticUseEnable9 ? 'Enabled' : 'Disabled'); if (cosmeticText9.style) { cosmeticText9.style.fill = CosmeticUseEnable9 ? 0x00FF00 : 0xFF0000; } } } game.update = function () { updateCosmeticText(); // Make each item in SkinSelect interactable SkinSelect.forEach(function (item, index) { item.down = function (x, y, obj) { // Change the player's rock based on the item number player.removeChild(player.playerGraphics); player.playerGraphics = player.attachAsset(rock[index], { anchorX: 0.5, anchorY: 0.5 }); // Remove jump effect when items are touched }; }); // Continuously check and update CosmeticUseEnable updateCosmeticUseEnable(); background.x -= 5; backgroundClone.x -= 5; backgroundClone2.x -= 5; if (background.x + background.width < 0) { background.x = backgroundClone2.x + background.width; } if (backgroundClone.x + backgroundClone.width < 0) { backgroundClone.x = background.x + background.width; } if (backgroundClone2.x + backgroundClone2.width < 0) { backgroundClone2.x = backgroundClone.x + backgroundClone.width; } // Increment 'meters' every second if (LK.ticks % 60 == 0) { meters += 1; // Log every time 250 meters are advanced if (meters % 250 === 0) { console.log('Advanced 250 meters'); // Play the 'HoundreMeters' sound every 250 meters LK.getSound('HoundreMeters').play(); money += 25; // Increase 'money' by 25 // Change background sprite currentRockIndex = (currentRockIndex + 1) % 8; // Cycle through 0 to 7 background.removeChild(background.playerGraphics); background.playerGraphics = background.attachAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5 }); backgroundClone.removeChild(backgroundClone.playerGraphics); backgroundClone.playerGraphics = backgroundClone.attachAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5 }); backgroundClone2.removeChild(backgroundClone2.playerGraphics); backgroundClone2.playerGraphics = backgroundClone2.attachAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5 }); } // Play the 'HoundreMeters' sound at 250 meters if (meters === 250) { LK.getSound('HoundreMeters').play(); } } // Save progress every 1 second if (LK.ticks % 60 == 0) { storage.meters = meters; storage.money = money; storage.spin = spin; storage.currentRockIndex = currentRockIndex; // Save current background skin index storage.CosmeticUseEnable0 = CosmeticUseEnable0; storage.CosmeticUseEnable1 = CosmeticUseEnable1; storage.CosmeticUseEnable2 = CosmeticUseEnable2; storage.CosmeticUseEnable3 = CosmeticUseEnable3; storage.CosmeticUseEnable4 = CosmeticUseEnable4; storage.CosmeticUseEnable5 = CosmeticUseEnable5; storage.CosmeticUseEnable6 = CosmeticUseEnable6; storage.CosmeticUseEnable7 = CosmeticUseEnable7; storage.CosmeticUseEnable8 = CosmeticUseEnable8; storage.CosmeticUseEnable9 = CosmeticUseEnable9; } // Increment 'giros' every 2.09 seconds if (LK.ticks % Math.round(2.09 * 60) == 0) { spin += 1; } };
===================================================================
--- original.js
+++ change.js
que no contenga sombras ni luces
una cabeza de moai redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de hierro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de oro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una piedra redonda musgosa. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
la bandera de argentina redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de cobre. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de silver. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de gold. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
diamante Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una rueda de carretilla medieval. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de basquetbal modelo Molten. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de futbol hecha de hielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Bola disco. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de voley de planta. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de pinchos. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de lana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Agrega una esfera que dentro contenga un cielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera con la via láctea. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
proporción 1000-2000, marios más robustos y sin tanto relieve
Un papel medieval con una enorme flecha hacia la izquierda de pintura en medio. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera del dragon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera demoniaca. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera de hada. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una manzana redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un capiraba redondo como una pelota. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un armadillo hecho bolita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una estrella redondita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Mejorar el diseños de lás casas para que sean más medievales y aumentar su calidad, más arboles y mejorar la calidad del cesped